kicad-source/3d-viewer/3d_draw_basic_functions.cpp
unknown d40ea8adcb 3D viewer: fix issues with transparencies in some models (material issues in VRML2 parser)
Fix some issues in filling zones normals.
Fix an issue with some models that have materials but didn't defined the diffuse color.
Workaround for Bug #1443431.
Implement some missing "code logic" for pervertexperface normals.
Remove some not used functions.
Calculate normals using double type.
2015-04-16 09:43:27 +02:00

447 lines
15 KiB
C++

/*
* This program source code file is part of KiCad, a free EDA CAD application.
*
* Copyright (C) 2012 Jean-Pierre Charras, jp.charras at wanadoo.fr
* Copyright (C) 1992-2012 KiCad Developers, see AUTHORS.txt for contributors.
*
* This program is free software; you can redistribute it and/or
* modify it under the terms of the GNU General Public License
* as published by the Free Software Foundation; either version 2
* of the License, or (at your option) any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program; if not, you may find one here:
* http://www.gnu.org/licenses/old-licenses/gpl-2.0.html
* or you may search the http://www.gnu.org website for the version 2 license,
* or you may write to the Free Software Foundation, Inc.,
* 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA
*/
/**
* @file 3d_draw_basic_functions.cpp
*/
#include <fctsys.h>
#include <trigo.h>
#include <convert_basic_shapes_to_polygon.h>
#include <3d_viewer.h>
#include <info3d_visu.h>
#include <3d_draw_basic_functions.h>
#include <modelparsers.h>
// Number of segments to approximate a circle by segments
#define SEGM_PER_CIRCLE 24
#ifndef CALLBACK
#define CALLBACK
#endif
// Variables used to pass a value to call back openGL functions
static float s_textureScale;
static double s_currentZpos;
static double s_biuTo3Dunits;
bool s_useTextures;
// CALLBACK functions for GLU_TESS
static void CALLBACK tessBeginCB( GLenum which );
static void CALLBACK tessEndCB();
static void CALLBACK tessErrorCB( GLenum errorCode );
static void CALLBACK tessCPolyPt2Vertex( const GLvoid* data );
void TransfertToGLlist( std::vector< S3D_VERTEX >& aVertices, double aBiuTo3DUnits );
/* Draw3D_VerticalPolygonalCylinder is a helper function.
*
* draws a "vertical cylinder" having a polygon shape
* from Z position = aZpos to aZpos + aHeight
* Used to create the vertical sides of 3D horizontal shapes with thickness.
*/
static void Draw3D_VerticalPolygonalCylinder( const CPOLYGONS_LIST& aPolysList,
int aHeight, int aZpos,
bool aInside, double aBiuTo3DUnits )
{
if( aHeight == 0 )
return;
std::vector<S3D_VERTEX> coords;
coords.resize( 4 );
// Init Z position of the 4 points of a GL_QUAD
if( aInside )
{
coords[0].z = aZpos;
coords[1].z = aZpos + aHeight;
}
else
{
coords[0].z = aZpos + aHeight;
coords[1].z = aZpos;
}
coords[2].z = coords[1].z;
coords[3].z = coords[0].z;
// Draw the vertical polygonal side
int startContour = 0;
for( unsigned ii = 0; ii < aPolysList.GetCornersCount(); ii++ )
{
unsigned jj = ii + 1;
if( aPolysList.IsEndContour( ii ) || jj >= aPolysList.GetCornersCount() )
{
jj = startContour;
startContour = ii + 1;
}
// Build the 4 vertices of each GL_QUAD
coords[0].x = aPolysList.GetX( ii );
coords[0].y = -aPolysList.GetY( ii );
coords[1].x = coords[0].x;
coords[1].y = coords[0].y; // only z change
coords[2].x = aPolysList.GetX( jj );
coords[2].y = -aPolysList.GetY( jj );
coords[3].x = coords[2].x;
coords[3].y = coords[2].y; // only z change
// Creates the GL_QUAD
TransfertToGLlist( coords, aBiuTo3DUnits );
}
}
void SetGLColor( EDA_COLOR_T color, double alpha )
{
const StructColors &colordata = g_ColorRefs[ColorGetBase( color )];
float red = colordata.m_Red / 255.0;
float blue = colordata.m_Blue / 255.0;
float green = colordata.m_Green / 255.0;
glColor4f( red, green, blue, (float)alpha );
}
void SetGLColor( S3D_COLOR& aColor, float aTransparency )
{
glColor4f( aColor.m_Red, aColor.m_Green, aColor.m_Blue, aTransparency );
}
void SetGLTexture( GLuint text_id, float scale )
{
glEnable( GL_TEXTURE_2D );
glBindTexture( GL_TEXTURE_2D, text_id );
s_textureScale = scale; // for Tess callback functions
}
/* draw all solid polygons found in aPolysList
* aZpos = z position in board internal units
* aThickness = thickness in board internal units
* If aThickness = 0, a polygon area is drawn in a XY plane at Z position = aZpos.
* If aThickness > 0, a solid object is drawn.
* The top side is located at aZpos + aThickness / 2
* The bottom side is located at aZpos - aThickness / 2
*/
void Draw3D_SolidHorizontalPolyPolygons( const CPOLYGONS_LIST& aPolysList,
int aZpos, int aThickness, double aBiuTo3DUnits,
bool aUseTextures,
float aNormal_Z_Orientation )
{
// for Tess callback functions:
s_biuTo3Dunits = aBiuTo3DUnits;
s_useTextures = aUseTextures;
GLUtesselator* tess = gluNewTess();
gluTessCallback( tess, GLU_TESS_BEGIN, ( void (CALLBACK*) () )tessBeginCB );
gluTessCallback( tess, GLU_TESS_END, ( void (CALLBACK*) () )tessEndCB );
gluTessCallback( tess, GLU_TESS_ERROR, ( void (CALLBACK*) () )tessErrorCB );
gluTessCallback( tess, GLU_TESS_VERTEX, ( void (CALLBACK*) () )tessCPolyPt2Vertex );
GLdouble v_data[3];
double zpos = ( aZpos + (aThickness / 2.0) ) * aBiuTo3DUnits;
s_currentZpos = zpos; // for Tess callback functions
v_data[2] = zpos;
// Set normal toward positive Z axis, for a solid object on the top side
//gluTessProperty( tess, GLU_TESS_BOUNDARY_ONLY, GL_TRUE );
//gluTessProperty( tess, GLU_TESS_WINDING_RULE, GLU_TESS_WINDING_ODD );
glNormal3f( 0.0, 0.0, aNormal_Z_Orientation );
// Draw solid areas contained in this list
CPOLYGONS_LIST polylist = aPolysList; // temporary copy for gluTessVertex
int startContour;
for( int side = 0; side < 2; side++ )
{
startContour = 1;
for( unsigned ii = 0; ii < polylist.GetCornersCount(); ii++ )
{
if( startContour == 1 )
{
gluTessBeginPolygon( tess, NULL );
gluTessBeginContour( tess );
startContour = 0;
}
v_data[0] = polylist.GetX( ii ) * aBiuTo3DUnits;
v_data[1] = -polylist.GetY( ii ) * aBiuTo3DUnits;
// gluTessVertex store pointers on data, not data, so do not store
// different corners values in a temporary variable
// but send pointer on each CPolyPt value in polylist
// before calling gluDeleteTess
gluTessVertex( tess, v_data, &polylist[ii] );
if( polylist.IsEndContour( ii ) )
{
gluTessEndContour( tess );
gluTessEndPolygon( tess );
startContour = 1;
}
}
if( aThickness == 0 )
break;
// Prepare the bottom side of solid areas
zpos = ( aZpos - (aThickness / 2.0) ) * aBiuTo3DUnits;
s_currentZpos = zpos; // for Tess callback functions
v_data[2] = zpos;
glNormal3f( 0.0, 0.0, -aNormal_Z_Orientation );
}
if( startContour == 0 )
{
gluTessEndContour( tess );
gluTessEndPolygon( tess );
}
gluDeleteTess( tess );
if( aThickness == 0 )
return;
// Build the 3D data : vertical side
Draw3D_VerticalPolygonalCylinder( polylist, aThickness, aZpos - (aThickness / 2.0),
true, aBiuTo3DUnits );
}
/* draw the solid polygon found in aPolysList
* The first polygon is the main polygon, others are holes
* See Draw3D_SolidHorizontalPolyPolygons for more info
*/
void Draw3D_SolidHorizontalPolygonWithHoles( const CPOLYGONS_LIST& aPolysList,
int aZpos, int aThickness,
double aBiuTo3DUnits, bool aUseTextures,
float aNormal_Z_Orientation )
{
CPOLYGONS_LIST polygon;
ConvertPolysListWithHolesToOnePolygon( aPolysList, polygon );
Draw3D_SolidHorizontalPolyPolygons( polygon, aZpos, aThickness, aBiuTo3DUnits, aUseTextures,
aNormal_Z_Orientation );
}
/* draw a cylinder (a tube) using 3D primitives.
* the cylinder axis is parallel to the Z axis
* If aHeight = height of the cylinder is 0, only one ring will be drawn
* If aThickness = 0, only one cylinder will be drawn
*/
void Draw3D_ZaxisCylinder( wxPoint aCenterPos, int aRadius,
int aHeight, int aThickness,
int aZpos, double aBiuTo3DUnits )
{
const int slice = SEGM_PER_CIRCLE;
CPOLYGONS_LIST outer_cornerBuffer;
TransformCircleToPolygon( outer_cornerBuffer, aCenterPos,
aRadius + (aThickness / 2), slice );
std::vector<S3D_VERTEX> coords;
coords.resize( 4 );
CPOLYGONS_LIST inner_cornerBuffer;
if( aThickness ) // build the the vertical inner polygon (hole)
TransformCircleToPolygon( inner_cornerBuffer, aCenterPos,
aRadius - (aThickness / 2), slice );
if( aHeight )
{
// Draw the vertical outer side
Draw3D_VerticalPolygonalCylinder( outer_cornerBuffer,
aHeight, aZpos, false, aBiuTo3DUnits );
if( aThickness )
// Draws the vertical inner side (hole)
Draw3D_VerticalPolygonalCylinder( inner_cornerBuffer,
aHeight, aZpos, true, aBiuTo3DUnits );
}
if( aThickness )
{
// draw top (front) and bottom (back) horizontal sides (rings)
outer_cornerBuffer.Append( inner_cornerBuffer );
CPOLYGONS_LIST polygon;
ConvertPolysListWithHolesToOnePolygon( outer_cornerBuffer, polygon );
// draw top (front) horizontal ring
Draw3D_SolidHorizontalPolyPolygons( polygon, aZpos + aHeight, 0, aBiuTo3DUnits, false,
1.0f );
if( aHeight )
{
// draw bottom (back) horizontal ring
Draw3D_SolidHorizontalPolyPolygons( polygon, aZpos, 0, aBiuTo3DUnits, false,
-1.0f );
}
}
}
/*
* Function Draw3D_ZaxisOblongCylinder:
* draw a segment with an oblong hole.
* Used to draw oblong holes
* If aHeight = height of the cylinder is 0, only one ring will be drawn
* If aThickness = 0, only one cylinder will be drawn
*/
void Draw3D_ZaxisOblongCylinder( wxPoint aAxis1Pos, wxPoint aAxis2Pos,
int aRadius, int aHeight, int aThickness,
int aZpos, double aBiuTo3DUnits )
{
const int slice = SEGM_PER_CIRCLE;
// Build the points to approximate oblong cylinder by segments
CPOLYGONS_LIST outer_cornerBuffer;
int segm_width = (aRadius * 2) + aThickness;
TransformRoundedEndsSegmentToPolygon( outer_cornerBuffer, aAxis1Pos,
aAxis2Pos, slice, segm_width );
// Draw the oblong outer cylinder
if( aHeight )
Draw3D_VerticalPolygonalCylinder( outer_cornerBuffer, aHeight, aZpos,
false, aBiuTo3DUnits );
if( aThickness )
{
CPOLYGONS_LIST inner_cornerBuffer;
segm_width = aRadius * 2;
TransformRoundedEndsSegmentToPolygon( inner_cornerBuffer, aAxis1Pos,
aAxis2Pos, slice, segm_width );
// Draw the oblong inner cylinder
if( aHeight )
Draw3D_VerticalPolygonalCylinder( inner_cornerBuffer, aHeight,
aZpos, true, aBiuTo3DUnits );
// Build the horizontal full polygon shape
// (outer polygon shape - inner polygon shape)
outer_cornerBuffer.Append( inner_cornerBuffer );
CPOLYGONS_LIST polygon;
ConvertPolysListWithHolesToOnePolygon( outer_cornerBuffer, polygon );
// draw top (front) horizontal side (ring)
Draw3D_SolidHorizontalPolyPolygons( polygon, aZpos + aHeight, 0, aBiuTo3DUnits, false,
1.0f );
if( aHeight )
{
// draw bottom (back) horizontal side (ring)
Draw3D_SolidHorizontalPolyPolygons( polygon, aZpos, 0, aBiuTo3DUnits, false,
-1.0f );
}
}
}
/* draw a thick segment using 3D primitives, in a XY plane
* wxPoint aStart, wxPoint aEnd = YX position of end in board units
* aWidth = width of segment in board units
* aThickness = thickness of segment in board units
* aZpos = z position of segment in board units
*/
void Draw3D_SolidSegment( const wxPoint& aStart, const wxPoint& aEnd,
int aWidth, int aThickness, int aZpos, double aBiuTo3DUnits )
{
CPOLYGONS_LIST cornerBuffer;
const int slice = SEGM_PER_CIRCLE;
TransformRoundedEndsSegmentToPolygon( cornerBuffer, aStart, aEnd, slice, aWidth );
Draw3D_SolidHorizontalPolyPolygons( cornerBuffer, aZpos, aThickness, aBiuTo3DUnits, false, 1.0f );
}
void Draw3D_ArcSegment( const wxPoint& aCenterPos, const wxPoint& aStartPoint,
double aArcAngle, int aWidth, int aThickness,
int aZpos, double aBiuTo3DUnits )
{
const int slice = SEGM_PER_CIRCLE;
CPOLYGONS_LIST cornerBuffer;
TransformArcToPolygon( cornerBuffer, aCenterPos, aStartPoint, aArcAngle,
slice, aWidth );
Draw3D_SolidHorizontalPolyPolygons( cornerBuffer, aZpos, aThickness, aBiuTo3DUnits, false, 1.0f );
}
// /////////////////////////////////////////////////////////////////////////////
// GLU_TESS CALLBACKS
// /////////////////////////////////////////////////////////////////////////////
void CALLBACK tessBeginCB( GLenum which )
{
glBegin( which );
}
void CALLBACK tessEndCB()
{
glEnd();
}
void CALLBACK tessCPolyPt2Vertex( const GLvoid* data )
{
// cast back to double type
const CPolyPt* ptr = (const CPolyPt*) data;
if( s_useTextures )
{
glTexCoord2f( ptr->x * s_biuTo3Dunits * s_textureScale,
-ptr->y * s_biuTo3Dunits * s_textureScale);
}
glVertex3d( ptr->x * s_biuTo3Dunits, -ptr->y * s_biuTo3Dunits, s_currentZpos );
}
void CALLBACK tessErrorCB( GLenum errorCode )
{
#if defined(DEBUG)
const GLubyte* errorStr;
errorStr = gluErrorString( errorCode );
// DEBUG //
DBG( printf( "Tess ERROR: %s\n", errorStr ); )
#endif
}